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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/scene/resources/bone_map.h
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/**************************************************************************/
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/* bone_map.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "skeleton_profile.h"
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class BoneMap : public Resource {
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GDCLASS(BoneMap, Resource);
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Ref<SkeletonProfile> profile;
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HashMap<StringName, StringName> bone_map;
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void _update_profile();
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void _validate_bone_map();
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protected:
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _validate_property(PropertyInfo &p_property) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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Ref<SkeletonProfile> get_profile() const;
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void set_profile(const Ref<SkeletonProfile> &p_profile);
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int get_skeleton_bone_name_count(const StringName &p_skeleton_bone_name) const;
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StringName get_skeleton_bone_name(const StringName &p_profile_bone_name) const;
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void set_skeleton_bone_name(const StringName &p_profile_bone_name, const StringName &p_skeleton_bone_name);
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void _set_skeleton_bone_name(const StringName &p_profile_bone_name, const StringName &p_skeleton_bone_name); // Avoid to emit signal for editor.
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StringName find_profile_bone_name(const StringName &p_skeleton_bone_name) const;
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BoneMap();
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~BoneMap();
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};
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